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Small Gaim
by
Anonymous
Played 701 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"Small Gaim" by Anonymous. The story headline is "A Small Gaim". The Bedroom is a room."[if the bedroom is unvisited]Sunlight streams in through the window. You don't want to get up, but it seems like you'll have to-- that is, if you want to play this game.[end if] Your dresser is in the corner, alongside your bed. The closet is on the east wall, opposite from the door. The desk is also here, with [a list of things on the desk] on it. The desk has a small drawer in it, and a place to put a chair in.". Instead of doing something while in the bed: if not acting tired, say "You can't do much while laying in bed."; if acting tired, continue the action. Examining something is acting tired. Looking is acting tired. Entering the bedroom is acting tired. Exiting is acting tired. [After play begins: now the player is in the bed.] Understand "browser bad" as badding. Badding is an action applying to nothing. Understand "browser good" as gooding. Gooding is an action applying to nothing. Carry out badding: now browbad is 1. Carry out gooding: now browbad is 0. browbad is a number that varies. browbad is 0. Include Basic Screen Effects by Emily Short. Before doing something when browbad is 1: if turn count is even, clear the screen. The dresser is a closed openable container in the bedroom."Your dresser is made of white painted wood.". It is scenery. The desk is a supporter in the bedroom."The desk is built with dark redwood. It was very expensive, but you're glad you bought it.". It is scenery. The closet is an enterable closed openable container in the bedroom. It is scenery. Deciphered is a number that varies. Deciphered is 0. Every turn: if the first note is carried begin; if the second note is carried, now deciphered is 1; end if. Instead of jumping while in the closet: if deciphered is 0 begin; say "You don't see the use. You'd just whack your head."; otherwise; say "You jump and whack your head on the roof of the closet. Ow! For some reason, you do so again. And again. Then a metal key jerks down from the closet roof. You catch it."; now the key is carried by the player; end if. After searching the bed for the first time: say "You dig around in the blankets, and find a note."; now the note is carried by the player. The pair of pants is in the dresser. It is wearable. Instead of giving the peanut to the tick: say "The tick eagerly crawls onto it and begins to eat."; now the tick carries the peanut. The shirt is in the dresser. It is wearable. Some underwear is in the dresser. It is wearable. Instead of opening the bedroom door for the first time: if the bedroom door is locked begin; say "It is locked! Now, where can that key be?"; else; continue the action; end if. Instead of looking under the bed: say "Nope. No monsters under there.". After asking the tick about "cipher": say "The tick stares at you. 'I know lots of ciphers', it says.". After asking the tick about "ciphered note": say "'It's just a joke. Don't do what it says.'". The peanut is in the drawer. It is edible. After asking the tick about "key note": say "[if the tick carries the peanut]'Push your bed, and you [italic type]might[roman type] find something that will help'[otherwise]'There's no reason that I should want you to be able to escape.'[end if]". After asking the tick about "note": say "'What note? The ciphered one or the key?'". After asking the tick about "key": say "'Do you expect me to give you the key after I've worked so hard to hide it?'". Instead of threatening the tick: say "The tick says 'You know thatif you kill me, you won't be able to escape.'". Understand "threaten [something]" as threatening. Threatening is an action applying to one thing. Carry out threatening something: say "No use to do so.". Instead of looking under the dresser for the first time: say "A tick jumps out."; now the tick is in the bedroom. The tick is an animal. The first note is a thing. The description is "'Dqkpi dqwpeg kp vjg enqugv.'". The drawer is part of the desk. It is a closed openable container. The second note is a thing. The description is "A to C, B to D, E. T. C.". The bed is an enterable container in the bedroom. It is scenery. Instead of pushing the bed for the first time: say "You push the bed aside and see a note flutter out from somewhere between the bed and the wall."; now the second note is in the bedroom. Instead of jumping in the closet for the first time: say "You boing and bounce. Then, a key falls from the roof."; now the key is in the bedroom. The key is a thing. It unlocks the bedroom door. The player is in the bed. The bedroom door is a closed locked door. It is east of the hallway and west of the bedroom. Every turn while in the hallway: [say "This was a very easy and short game. Be ready for my next-- a long one called Street Ses. No spoilers."; ] end the game in victory.